yeah, im finding out that you can’t really look at him like a dive kick character. its just there if someone is putting out buttons in a predictable manner. like a shoto or someone sticking out low forwards that would make contact after blocking a slash, or chun li walking up behind a kikoken and sweeping/standing strong in the same spot
in this case it just compliments his real strength which is footsies
You can’t go all out rush-down with Yang like with Rufus, it’s more patient/footsie oriented rush-down. Winning consistently with Yang is difficult at first because there’s a bit of an execution barrier and he’s doesn’t have any big damage gimmicks. You really have to be all-around solid to get wins
(Sorry but I posted this already in the wrong thread)
I’m looking for a main. I’m around 1800pp but I play online like its offline. ( No stupid online gimmicks ). I want to pick up yang. I want a character which is fun to play but also isn’t low tier like my old 2 mains e.ryu and dudley. My execution is decent. ( 2~3 frame links arent a problem, can do cr.mk xx fb fadc-bnb’s with eryu online but not flawless.) How hard is yang and is he atleast decent? And is yang suitable for my level of play? (I like footsies, rushdown and setups) Would love to see a yang tutorial
Here’s a good informative video of Yang post 2012, he goes over what Yang is still able to do and what Yang isn’t able to do anymore. He also goes for bnbs, fadc combos, and other useful things.
[media=youtube]NCQ23OGlWfU[/media]
enjoy!
I watched that video a while ago. Didn’t really like it. I think it would be better to analyze the other threads and watch Nemo videos( his kumite video is awesome, Ojisan Boy, Acqua, and other high level players.
Yeah it’s not the best tutorial out there, but it’s better than nothing. It’s a decent place to start, of course this video isn’t the ONLY resource you should look at, the forums, threads, and pro videos are also very good resources to look at. The topanga charity cup volume 2 is good, they have a full yang team, Yang top5, where it’s 5 of the best Japanese Yang players. Those are good videos to analyze and get hyped lol
I don’t get this.
Why are some safe jumps done with j.MK, others with j.FP and others with j.MP?
Doesn’t all the jump attacks have the same recovery (3 frames), so wouldn’t any of his jump-ins be a safe jump if done after the setups listed? Any reason to use j.MP specifically for the 4th setup? Can’t i use his j.HP instead?
Forward Throw~ CR.MP~ Jump Forward FP (5-Frame) are u sure it’s a 5 instead of 4??cause i think i can safe jump ex jet uppercut with this setup or ex jet is 5frames…don’t know…help me…
Yes it’s 5 frames. You can test against Guile to be sure.
It’s hard to do his 4 frame safe jump (throw, walk foward 2 steps, jump). I’m getting more success using throw, whiff s.LK, wait a bit, then jump. But it’s also not exact enough like his 5-framer
Are there any posts written on the basic flow of Yang’s pressure game in 2012? I feel like the nerfs really hurt his pressure game with losing the cross up hitbox and dive kick changes.
I’m just going to put down some thoughts about how I play Yang, my pressure game
Hopefully it helps, and also to get feedback for myself
Gonna use a common match-up, against Ryu, whereby the goal should be a familiar one: Get Ryu into the corner and make him stay there
In the middle screen, I think Yang’s footsies is enhanced by his dive kick. In that in fishing for that cmk > lp rekka for safe pressure, I use dive kicks as well to catch Ryu’s cmk pokes. I only use low dive kicks within Ryu’s cmk range, as anything further or higher just gets DPed by a good Ryu
Generally though, I try not to jump but instead try to fish for cmk lp rekka or sweep for the knockdown first. I only start using dive kicks when the Ryu starts focusing on my cmk.
Yang’s cross-up setups against shotos are still pretty good:
forward throw > forward dash, tap down (for timing) > jump mk. This also works as an ambiguous set up, a minute delay in the jump leads to the jump mk not crossing up
Off sweep and fp>roll kicks knock downs, Yang can also adjust the distance for a jump mk cross up. More risky though
I use Yang’s ex meter for pressure games, for example
ex slash (on block) 1 hit > st mp or throw
slash x 2 (on block) > fadc > st mp or throw
Or other counterhit or (command) throw options
Slash x 2 (on hit) > fadc > leads to either the usual launcher stmk mix ups or continuing the combo to push Ryu into the corner
Cmk > Lp rekka pressure is also sometimes good for setting up whiff punishes, since lp rekka does not travel that far forward, and Ryu’s clk or lp or mp will whiff and you can punish on reaction
I guess in terms or lp rekka pressure, it’s just mixing it up with clk, cmk > rekka pressure, overheads, tick throws, walk forward counter hits etc
So that’s how I do it usually, any feedback will be appreciated, thanks guys
any advice on 2x mantis slashes into ultra 1? I cannot for the life of me do the fadc and then ultra motion fast enough to get it to combo unless i like mash it out and can get lucky sometimes but that’s obviously not how i wanna be doing it lol
Well, there doesn’t seem to be a hard and fast method that works for everybody (there are still videos from back in AE of Justin dropping it in tournaments) but here are some minor points that may or may not be useful:
You only need to press forward once to dash if it’s quick enough after the second slash as it ends with a forward input
You can do the fadc motion much, much earlier than it looks like you should be able to and it’ll still come out
Doing a sort of sloppy 720 (something like :d: :df: :f: :uf: :db: :d: :df: :f: :uf: :3p:) should get the ultra to come out without having to worry about accidentally getting ex slashes. This is usually how I do it and how I’ve seen a few of the better Yang players do it in videos with input display, but it’s also probably a bad habit in the long run.
If you’re in the corner and worried about dropping it you can go into cl.mk > U1. Similarly, you can go into cl.mk > dash > U1 from anywhere on screen (though most find this at least as difficult as fadc U1 anyway, it’s also the best way of getting damage off a command throw so if it comes naturally to you it’s a big advantage) or cl.mk > walk forward > U1 which is much easier because you can buffer the input but also fails on about 20% of the cast.
jpage has a pretty good start for Yang’s pressure game.
I’ll add a few things
Pressure:
Sometimes after a cr.mk > lp rekka add a delayed 2nd Lp rekka. If you mix this with the single cr.mk > lp rekka pressure you can just bully your opponent to death. I’ve had matches where I could simply walk up and throw after cr.mk > lp rekka because they ate so many delayed 2nd rekka’s. Be careful though. If u do this to often you’re opponent can simply just mash SRK’s or focus atk you.
st.Lp harrasment. Just do a st.Lp and walk forward a bit, another st.Lp and keep doing it untill you’re opponent gets hit, stands up (so you can cr.mk > rekka) or you just feel like starting rekka pressure.
Don’t always end blockstrings with a rekka.
I often use these setups: (A) cr.lp, st.lp, cr.mk > lp rekka and **(B)**cr.lp, st.lp, cl.Mp, cr.mk > lp rekka.
Now instead of ending (A) with a rekka, I will end it with just cr.mk. From here on out you can just dash up throw/command throw. Also a min height Hk dive kick will hit the ankles. Same thing goes for (B) but I will end it with the cl.Mp
As for crossup setups. (I havent been here for a while so I’m not sure which one’s are common knowledge at this point)
These all work on Shoto’s and I know I found ways a while back to hit them on most of the other cast but I was to lazy to properly test it.
cr.Lp, st,Lp, cr,Mk > mk Roll kick. As soon as you land take a small step back (it looks more like a twitch) > jump Mk. I think you can also hit the smaller characters if you increase the step back just by a little. I’m not sure on this since it’s been a while since I tested it in training.
command throw, cl.Hp> Hk.Roll kick. Same as the 2, but instead of a twitch backwards you take a twitch forward
4.cl,Mk, forward jump Mk divekick, cl,Mk, Hk roll. As soon as you land take a step forward, jump mk.
They feel really awkward at first, but once you get it down you’ll be able to hit them consistently.
If anyone has trouble performing I can try and provide video footage.
As for meter management.
I’m not to sure at this point what to do with my meter. I’ve been toying around with Yang’s super with great succes.
Mid screen reset into U2 for about 600 DMG. 650-700 in the corner. But I think in general you’re better off using 2 bars to go into mixups.
The way I trained it was to just completely slow down my execution and get a good feel for rythm. And I would try and do it a little bit faster every 5 mins untill I start hitting it. I did this every day for about a week. Hell, before every session I still practice it. It’s a damn hard one.
Or you could cl.mk, forward jump Lk divekick >U1. This one is the easiest for me
-* You only need to press forward once to dash if it’s quick enough after the second slash as it ends with a forward input*
This still works? I thought this was a hidden nerf. I always did this in AE, but the moment 2012 dropped I couldnt FADC the rekka anymore using that trick.